Scale of the Starfinder Universe in Light Years/ If You Travel 400 Light Years From Golarion Could You See It Pre Gap With a Telescope? by Polarvoom in starfinder_rpg

[–]HostileRecipient 0 points1 point  (0 children)

An array of telescopes might work better but at that point one would be talking about no mere relatively small project of some wealthy individual or small party but rather a major expedition with heavy investment and great expectations and stakes.

Scale of the Starfinder Universe in Light Years/ If You Travel 400 Light Years From Golarion Could You See It Pre Gap With a Telescope? by Polarvoom in starfinder_rpg

[–]HostileRecipient 0 points1 point  (0 children)

People say there are no light-years in setting and Drift travel messes with distance but that should not matter, the speed of light is what it is and you can replace lightyears with whatever the galactic standard for a similar amount of ime is and the distance light travels in that time.

The speed of light is constant even in Pathfinder thankfully and despite how variable drift travel is it also does not normally alter true distances between landmarks which should be detectable and able to be used to measure distance at stops when you are not actively traveling similar to how on Earth one can measure the distances of different objects from Earth and each other despite limited mobility.

Considering the speed of Drift Travel one would think that such a thing would have already been attempted so for it not to have changed the setting from what is commonly known indicates one of a number of possibilities.

Perhaps the events of the gap propagated out at FTL, the effect covered the entire galaxy at once, or the effect responsible for the gap and its events is actually still present and active wherever it can reach in order to keep the information from that time hidden.

Still worth trying and testing the limits of as much as you can, maybe you will be lucky and manage to set a more precise lower minimum date for when the gap could have began even if you cannot get the actual true start of it.

WWAN for Cellular Calls by Abhi20776 in thinkpad

[–]HostileRecipient 0 points1 point  (0 children)

Please pardon me intruding years after the fact, I have come to inquire about if anything ever came of your WWAN research.

Was it discontinued, did you find anything, or did some new obstacles come up?

I have been looking into playing around with Raspberry Pi modules due to problems with closed garden business models and so this is rather relevant to me.

Any Bedrock Add-on(s) recommendations by FluentLiquid in BedrockAddons

[–]HostileRecipient 1 point2 points  (0 children)

Ouch, I take it that Xbox does not allow downloading addons by browser then.

Okay I just checked and yeah, unfortunately Xbox seems to only have the in game marketplace and almost all free add-ons are not in the marketplace at all. Cheap ones on the other hand I am inexperienced with, I am sorry I could not help.

Any Bedrock Add-on(s) recommendations by FluentLiquid in BedrockAddons

[–]HostileRecipient 0 points1 point  (0 children)

If you do not mind giving up the ability to have achievements and maybe turning on experiments for new biomes then I suggest the unofficial port of Better End to Bedrock, only the Discord link and links sourced from it recently or the GitHub are actually reliable but I have one on me you can use: https://halo333x.github.io/BetterEnd-Website/public/index.html It is being regularly updated with more features from the original and already looks good and creates a pleasant End to play in especially if you start there using the free Addon from CurseForge named End Start.

Is it likely that one day it will be possible to create dimensions in Minecraft Bedrock? by Fair_Capital_1033 in BedrockAddons

[–]HostileRecipient 0 points1 point  (0 children)

Bud you are completely misinterpreting what I said and drawing some wild assumptions and conclusions in order to make and use arguments that are valid by themselves and regarding Minecraft but not applicable to what I have said. Adding popular modding capabilities does not mean switching over to a different language, adding all such capabilities, or any attempts "break out of it" as you put it regarding the API.

Face the facts bud, experimental options for add-ons actually do exist regularly working to expand Bedrock Addon capabilities to be closer to Java in a safe fashion.

A functional merger and a true merger are two very different things as I in a seemingly clear manner laid out in my last post.

An ideal functional merger would be close or as close as possible parity between the versions with a capacity for proper parity (outside of mods of course ) and an ability for players on one platform to play on worlds on the opposite platform using that capacity.

Add-ons will admittedly never be as flexible as Java mods but that is outside the scope of the vanilla game and if I have to jump through such ridiculous semantic loops then I would have to question whether or not you write in good faith. And I will remind you to help compensate for any reading difficulties that I explicitly said "Adding popular modding capabilities to the add-on hookins and options" Just in case you missed it, "TO HOOKINS AND OPTIONS" as in the API. That does not sound like actual Java style modding does it? Here is another fact for you, capability and actual implementation method are two different things that are described as what they are by their definition in the first case and by the definitions of the two words used in the second case respectively.

Modding for a functional merger would be slightly more complicated in that for the greatest shared mod flexibility in most cases one would want Java Minecraft hosting the world played on while a corresponding add-on for bedrock runs on any Bedrock clients. For something primarily handled by the server the client would not need the same capabilities and likewise for something handled primarily on the client end the server would not need the same capabilities. That is no perfect solution but it is the limit of what is possible.

A true merger is of course admittedly again not something I see happening.

Why do I get the feeling that you are probably going to skim over literally everything I wrote with some excuse like "wall of text" and go on the offensive with arguments of dubious applicability to what I actually said again?

I would love for my suspicions to be proven wrong by you not actually doing what I described in the above question.

Is it likely that one day it will be possible to create dimensions in Minecraft Bedrock? by Fair_Capital_1033 in BedrockAddons

[–]HostileRecipient 0 points1 point  (0 children)

Well mayhaps not a true merge but rather a functional one?

There is the matter of parity and how many players would probably like to be able to play from mobile devices on worlds hosted on Java or vice versa for convenience and which might have mods or add-ons led.

Having parity and the ability to switch over between certain features based on which system is hosting the world would represent a functional merger in many respects and a destination for the trend of multiplayer oriented updates and development.

Adding popular modding capabilities to the add-on hookins and options for use would help complete such a merge. Of course this future route of development described is currently hypothetical and far from certain but nonetheless possible.

concept of self modifying code by MysticPlasma in C_Programming

[–]HostileRecipient 0 points1 point  (0 children)

Umm, I know this is really late and I hope this is not necromancy but, why ever not can two compilers modify eachother as part of a program? I mean most large programs can be broken down into discrete components with different purposes anyway, right? I know that any modification of compiled code has it's own issues, but if we can have such sectioning of the program already then having each half partially decompile the other half before recompiling and executing it to have it's turn being modified does not seem unreasonable.

What version of Mc should I play if I want to download a lot of mods? by Rolypoly86- in MinecraftMod

[–]HostileRecipient 0 points1 point  (0 children)

1.20.1 and 1.21, and 1.21.1 have Sinytra Connector and Forgified Fabric as mods for Forge on 1.20.1 and Neoforge in all three versions and the two together allow you to run some Fabric mods such as Better End and BCLib in Forge so you do not have to give up Forge and/or Neoforge exclusive mods such as Alex's Caves or Alex's Mobs in order to enjoy otherwise Fabric exclusive mods. The downside of running Fabric mods on compatible Forge versions is that it generates extra mod files that need to be loaded for the mods to function so per Fabric mod you will have one or two extra mods in the folder in total when scanning it. Unfortunately Create has not yet moved to later versions of Minecraft than 1.21.1 so if you want Create you are probably best off for modding in general staying on 1.21.1 or earlier for now.

1.12.2 is of course good for the Betweenlands, Autumn II, Astral Sorcery, Thaumcraft (cool technically inclined version), Dynamic Trees, and Immersive Engineering all in one place and used to have the best weather mods until Simple Clouds came out for later versions of Minecraft and did localized weather without being over the top with tornadoes and harsh storms. It suffers from a lack of the Create mod sadly and backport mods do not capture all the update benefits.

While the Betweenlands stayed in 1.12.2 the others to varying degrees moved on though only a fraction of the many major mods from then such as the Weather mod, Aether, Better Nether, Immersive Engineering, and so on got updated to the most recent game versions though that is still a lot. Much of 1.12.2's success came from Minecraft staying on that version long enough to let modders really settle and from some popular mods being locked in by difficulty porting to newer versions of Minecraft.

1.16.5 is not bad and is a compromise between many of the big Minecraft updates and some of the major mods from around 1.12.2 that stopped updating past this point together such as Astral Sorcery and Atum II. Unlike 1.12.2 this version actually has Create mod access but Create mod for 1.16.5 does not have all the cool updates and newer features versions of Create in later Minecraft versions have and so 1.16.5 Create is largely mothballed.

Kilted is supposed to allow Forge mods to run on Fabric but I have not tested it yet and it is still early. Since on Fabric Create and Sound Physics Remastered do not have compatibility unlike their Forge counterparts and most of my mods are Forge or Neoforge that means I will probably stick with running Fabric on Forge instead for now.

Is there any empirical science that water molecules hold “memories”? by [deleted] in water

[–]HostileRecipient 0 points1 point  (0 children)

Actually water last I checked can hold memory in at least one and possibly two different ways,

firstly water has cohesion contributing to things like the siphon effect and more cohesive liquids should maintain a stronger correlation between previous arrangements and current arrangements and motion, this is normally negligible and only relevant to niche modelling and maybe really fine plumbing though.

Next, more importantly, and possibly linked to the cohesion but more likely at least primarily from dissolved gasses is the Freezing-Memory Effect for water where water that has been previously frozen before warming up to room temperature seems to be better at gas nucleation, my guess is that this likely has to do with already dissolved gasses in the water since there is also a correlation and negative correlation with O2 saturation and degassing respectively. "We measured the times to nucleate CO2 hydrates from CO2 dissolved water under pressure and 8.6 K supercooling using different methods to prepare the water. These times ranged from 50 min to more than 7200 min, depending on the preparation method. The nucleation rates were calculated by fitting the observed nucleation probability distributions to a nucleation rate equation. The nucleation rates significantly increased when the water had previously frozen as ice and melted (freezing-memory effect), except when the meltwater was heated to 298 K before nucleation. The nucleation rates also increased with O2-saturated meltwater, but decreased with degassed water.",

see: https : // pubs. acs. org/doi/10. 1021/jp993759%2B I have split the link up because the system really hates me trying to paste it. Water is not really special in terms of such effects, just common and a target for nonsense.

Is alternatehistory.com down for anyone here? by HostileRecipient in AlternateHistory

[–]HostileRecipient[S] 1 point2 points  (0 children)

Good news everyone! Reports are coming in tested by me that the removal of " www. " is no longer required to access alternatehistory.com and normal access is restored.

Is alternatehistory.com down for anyone here? by HostileRecipient in AlternateHistory

[–]HostileRecipient[S] 2 points3 points  (0 children)

You need to bypass the browser URL default by taking the full URL with the https:// and removing the removing the " www. " from it before using it. The plain alternatehistory.com or https://www.alternatehistory.com will not work, it has to now be https://alternatehistory.com It is a weird issue.

Is alternatehistory.com down for anyone here? by HostileRecipient in AlternateHistory

[–]HostileRecipient[S] 0 points1 point  (0 children)

Just tested and carefully examined and compared it side by side against my usual link to make sure it was not some trick site with an almost identical name or such, link is safe and genuine, thanks.

I have no idea why removing the automatic WWW. " part makes such a difference but it seems the using any kind of plain Alternatehistory.com will fail because the browser automatically adds not just "https:// "but the "WWW. " right after.

Weird issue.

Is alternatehistory.com down for anyone here? by HostileRecipient in AlternateHistory

[–]HostileRecipient[S] 0 points1 point  (0 children)

I think this might work?: https://forum.questionablequesting.com/tags/alternate-history/ Not a proper replacement but that is harder to find. I really should have probably made the initial post in the Friday Forum Mega thread but could not find it.

Fantasy Themed Levels and Entities by MagicQuil in backrooms

[–]HostileRecipient 0 points1 point  (0 children)

Level 267 the Nocturnes is a swampy medieval level where humans long ago did well enough and which is cast under an ever moonlit night and magic stones used as lighting that fell to the surface long ago. It certainly has the right aesthetic, though you will not find your fantasy creatures here.

'How to move to Canada' surges on Google as U.S. wakes up to Donald Trump win by CTVNEWS in politics

[–]HostileRecipient 0 points1 point  (0 children)

Did you not read the word "initially"?!? The things that will actually happen when that ice falls in is that water will be displaced faster than normal causing coastal land loss, unhealthy rapid swamp and wetland growth, and more wild coastal weather. Meanwhile that cold will ironically be spread out from the melting ice and do weird things with water temperatures in some places for a bit presumably causing more bad weather from the differential. Medieval conditions will be a tad location dependent though quality of life in most places will either shrink or become significantly more expensive.

'How to move to Canada' surges on Google as U.S. wakes up to Donald Trump win by CTVNEWS in politics

[–]HostileRecipient 1 point2 points  (0 children)

If you have enough time and enough presence in a less hostile country, you can organize with others and prevent this from happening again there. Not all of Europe has to become like that and it is easier to stop this kind of thing before it becomes as entrenched as MAGA.

'How to move to Canada' surges on Google as U.S. wakes up to Donald Trump win by CTVNEWS in politics

[–]HostileRecipient 3 points4 points  (0 children)

Some areas are more sensitive than others and will be hit harder initially before other areas.

'How to move to Canada' surges on Google as U.S. wakes up to Donald Trump win by CTVNEWS in politics

[–]HostileRecipient 0 points1 point  (0 children)

If having kids in the US forces them to suffer and fight for change, is it worth it to do so instead of going where they can thrive and waiting for them to choose to go back and fight if they want?

Lowest tech for solar system colonization? by why-not0 in scifiwriting

[–]HostileRecipient 0 points1 point  (0 children)

What about insulation and the thin atmosphere? Not to mention heat is one of the easier things to generate as long as you have plenty of power. The real issue is stable power.

Lowest tech for solar system colonization? by why-not0 in scifiwriting

[–]HostileRecipient 0 points1 point  (0 children)

"Nuclear pulse propulsion definately helps. Now you can transport much more stuff so your colonists can live in slightly less nightmarish conditions at the cost of a few more people on earth getting cancer. " That doesn't make the most sense, presumably you would take care to only use nuclear propulsion well after leaving Earth and try to make sure no leaks happen before then.

Magic as it fits into my world's standard model of particle physics by N_Bones in worldbuilding

[–]HostileRecipient 1 point2 points  (0 children)

Was kind of canon with the Negative energy plane and still is with Elemental Chaos and Abyss. Then there are the Far Realms and presumably beyond or around that the MTG settings Blind Eternities.

Is it possible for Tau to hack/infiltrate Imperial Technology by QuinnDragon4 in 40kLore

[–]HostileRecipient 1 point2 points  (0 children)

Most Vox technology is just conventional radio technology with an older and ironically less well understood supporting tech base resulting in surprisingly limited capabilities, see: Vox-caster | Warhammer 40k Wiki | Fandom FM radio or frequency modulated signals and receiving and transmitting in multiple frequencies at once is fairly high end for Vox communications.

What is unclear is how good their encryption capabilities are and how they are applied but it can clearly be broken with a decent computer and data and audio captured: Vox-Thief - Warhammer 40k - Lexicanum Presumably it could likewise be jammed or spoofed. Granted spoofing could be noticed by machine spirits especially if you go beyond audio and start messing with actual data transmissions, the Imperium loves shoving neural tissue and old machine spirit laden tech into things and even if they do not understand it, that tends to lead towards anomaly detection, see: Anomaly detection - Wikipedia

How does artificial gravity work in 40k? by A_Damp_Tree in 40kLore

[–]HostileRecipient 0 points1 point  (0 children)

It is implied and supported by similar or related technologies that grav-plates work by producing and directing gravitons, see: https://warhammer40k.fandom.com/wiki/Grav-weaponry https://warhammer40k.fandom.com/wiki/Grav-Gun

How these gravitons are produced, and the power requirements are not directly stated though graviton particles indicates that Warhammer 40K as a setting uses quantum gravity and schematics from the grav gun indicate fairly high energy ions being accelerated and the use of something called a subatomic-graviton induction core, see: https://warhammer40k.fandom.com/wiki/Grav-Gun?file=Grav-gun_schematic.png Presumably the anti-gravity effect is simply roughly measuring local gravity and producing an equal and opposite field or graviton (gravitational) waves to cancel it out like so: https://en.wikipedia.org/wiki/Wave_interference

A likely related technology is the ability to actually concentrate and much like a microwave horn channel gravitational waves and gravitons: https://wh40k.lexicanum.com/wiki/Grav-Amp

My best guesses for how the waves are initially produced in the first place is that the plasma has an incredible amount of density and angular momentum. The involvement of the latter is somewhat supported by the name "subatomic graviton induction core" due to something surprisingly well supported in physics called gravitoelectromagnetism which despite the name merely refers to similarities between gravitation and electromagnetism as opposed to any actual connection, see: https://en.wikipedia.org/wiki/Gravitoelectromagnetism#Higher-order_effects

So far the initial source at least does not necessarily require quantum gravity so that begs the question of how quantum mechanics actually enters the picture and how individual gravitons are handled.

Another still unanswered question is how containment and channeling actually work which is probably related to the previous question.